struct in UnityEngine
/
Implemented in:UnityEngine.ParticleSystemModule
Switch to ManualMinMaxGradient contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, the Color returned may be randomized. Gradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors.
See Also: ParticleSystem.
using UnityEngine;
// This example shows setting a constant color value. public class ConstantColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;
void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;
GetValue(); SetValue(); }
void GetValue() { print("The constant color is " + colorModule.color.color); }
void SetValue() { colorModule.color = Color.red; } }
using UnityEngine;
// This example shows using 2 colors to drive the color over lifetime. public class TwoConstantColorsExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;
void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;
GetValue(); SetValue(); }
void GetValue() { print(string.Format("The constant values are: min {0} max {1}.", colorModule.color.colorMin, colorModule.color.colorMax)); }
void SetValue() { colorModule.color = new ParticleSystem.MinMaxGradient(Color.green, Color.red); } }
using UnityEngine;
// This example shows using a gradient to drive the color over lifetime. public class GradientColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule; Gradient ourGradient;
void Start() { // Get the system and the color module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;
// A simple 2 color gradient with a fixed alpha of 1.0f. float alpha = 1.0f; ourGradient = new Gradient(); ourGradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );
// Apply the gradient. colorModule.color = ourGradient;
// In 5 seconds we will modify the gradient. Invoke("ModifyGradient", 5.0f); }
void ModifyGradient() { // Reduce the alpha float alpha = 0.5f; ourGradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );
// Apply the changed gradient. colorModule.color = ourGradient; } }
using UnityEngine;
// This example shows using 2 gradients to drive the color over lifetime. public class TwoGradientColorExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.ColorOverLifetimeModule colorModule;
Gradient ourGradientMin; Gradient ourGradientMax;
void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); colorModule = myParticleSystem.colorOverLifetime;
// A simple 2 color gradient with a fixed alpha of 1.0f. float alpha1 = 1.0f; ourGradientMin = new Gradient(); ourGradientMin.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha1, 0.0f), new GradientAlphaKey(alpha1, 1.0f) } );
// A simple 2 color gradient with a fixed alpha of 0.0f. float alpha2 = 0.0f; ourGradientMax = new Gradient(); ourGradientMax.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha2, 0.0f), new GradientAlphaKey(alpha2, 1.0f) } );
// Apply the gradients. colorModule.color = new ParticleSystem.MinMaxGradient(ourGradientMin, ourGradientMax);
// In 5 seconds we will modify the gradient. Invoke("ModifyGradient", 5.0f); }
void ModifyGradient() { // Reduce the alpha float alpha = 0.5f; ourGradientMin.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } );
// Apply the changed gradients. colorModule.color = new ParticleSystem.MinMaxGradient(ourGradientMin, ourGradientMax); } }
color | Set a constant color. |
colorMax | Set a constant color for the upper bound. |
colorMin | Set a constant color for the lower bound. |
gradient | Set the gradient. |
gradientMax | Set a gradient for the upper bound. |
gradientMin | Set a gradient for the lower bound. |
mode | Set the mode that the min-max gradient will use to evaluate colors. |
ParticleSystem.MinMaxGradient | A single constant color for the entire gradient. |
Evaluate | Manually query the gradient to calculate colors based on what mode it is in. |
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